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AsherFrost

AsherFrost

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  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2017093#Comment_2017093

    You are incorrect. I actually have made posts about fixing the totem system in such a way that totems become a primary objective. What I am not a fan of is a singular perk which has such a high time risk/reward setup and then rewards bad killers for doing nothing.

    "Rewards bad killers for doing nothing"

    You keep on using that line. Yet, when I asked why you felt this way about NOED, but not about ds, ub, kindred or any other survivor perk that is activated by them losing one or more chases, you remain silent. If NOED rewards bad killers (which is your opinion, not a fact, and one you have been completely unable to back up with any actual evidence) than ds and UB reward bad survivors, and kindred rewards the whole team for each bad survivor.

    Yes, If you want to stop the hex from ever activating, it takes some small amount of work. Since you are literally taking a perk completely out of the match, it should take work.

  • @GreyBigfoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/2017220#Comment_2017220

    Ah, I see. I wonder if any classic games have been docked points for having discontinued features or online.

    And I'm interested to know what scores DbD had in past years, if you have the data.

    I don't, I tend to forget that sort of stuff right after reading it. Probably just Google ign+Dead by Daylight.

  • @GreyBigfoot said:

    How did it take so long to get a review in the first place? I'd heard of Dead by Daylight for at least a year before I even played it the first time (in 2019)

    They've reviewed the game multiple times. A few places have started doing that with long running multiplayer games due to the constant balance changes and new content.

  • That sucks man.

    I agree, 2escaped should be automatic safety pip for both. 3 or 4 should guarantee 1 at least.

  • I think anyone who regularly posts here is too close to be objective.

  • @Dragonshensi said:

    Geez you guys have argued more than anything in this post. I was only stating that NOED probably shouldn’t be activated if the match is already down to 1v1

    Such is the curse of NOED. If you say it 3 times all the people who hate it more than anything come out. Once more and you get all the people sick of hexes getting nerfed.

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2017014#Comment_2017014

    Do you do math?

    It doesn’t matter how many survivors work on totems, the time it takes is a constant.

    whether one survivor does it one totem at a time, or four survivors all cleanse a totem simultaneously, the same amount of time has been cost.

    Not really. If they are doing things at the same time, less time is cost. But really this just showed that the real issue is you don't feel anything should exist to draw you away from rushing gens, even for a few seconds. I would point out that you can always just wait and cleanse the single lit totem after the gens are done as well, but I'm sure you can't imagine the gall of being asked to look for and work a single totem when there is a gate to 99

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2016716#Comment_2016716

    100 seconds of cleansing time. That’s 1 minute and 40 seconds. Then you have searching time. Even if it only takes 20 seconds to find each totem, you are already at 280 seconds of time. That is 3 minutes 40 seconds. Let’s say searching is reduced to 10 seconds per totem which is idiotic, but that is 10 seconds searching plus 20 seconds cleansing, 150 seconds total which is 2.5 minutes. That is ideal totem cleansing scenario for survivors, and gens only take 80 seconds. This means that NORD totem cleansing is roughly equal to doing two gens.

    Its total BS.

    Why do you assume there to only be 1 survivor cleaning all the totems? Sure, if a single player went around and did them it would take about as long as 2 gens. Of course in that scenario his 3 teammates would be doing those gens, so as a team, the trade-off is worth it. That's how teams work.

  • @Raccoon said:

    I'm totally gonna expect a 4k in my next game.

    Just got a good feeling, you know?

    I want a 5K

    I won't be satisfied until I not only kill every survivor, but have one come back as Tommy Jarvis so I can kill him again.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2013039#Comment_2013039

    Sometimes you just don't have time to find and cleanse all totems (especially against good killers).

    In that case the killer earned his NOED by keeping his totems up.

  • @YourNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/2012173#Comment_2012173

    Ye cause closing the hatch without changing the open door time and with adding the end game situation is so balanced =).

    I read that twice and didn't get it.

    Are you upset at the end game timer? That's a whole different conversation. This is a 4v1 game, as such any 1v1 situation will heavily favor the killer.

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2016633#Comment_2016633

    It is the only hex perk which has a minimum time trade off of between 2-5 minutes without the killer being required to have a skill in game like Devour Hope. The killer does nothing, and nets a potential 2-5 minutes, or 2 kills. No skill or effort required. It is not legitimate to say that survivors should waste 2-5 minutes every game to eliminate one hex.

    You like pulling random numbers out of your backside.

    It doesn't take nearly that long. Especially if the Survivor team actually works like a team, which, contrary to popular belief doesn't require swf, just people actually thinking about the team as a whole. (For example, cleaning a totem when they see it so it doesn't turn into something that will punish the team later)

    As far as the argument that it requires no real action on the killer side to activate? Quite a few perks on both sides have that distinction. Unbreakable, for example requires no particular skill to activate, you just have to lose a chase and be left on the ground to hold a single button down until it is ready. Much like NOED, it relies on the inaction of the other player to be effective. Decisive Strike and Kindred require nothing more than losing a chase and being hooked. In the case of kindred the Survivor carrying it doesn't need to do anything at all, as they don't even have to be the one hooked. So if we are going to start removing perks based on whether or not it takes a particular "skill" to activate, it's going to be a much longer conversation, and we'll likely end up with about 4 perks on each side when it's all done.

  • @JediWithASniper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014592#Comment_2014592

    No, because every defense of that perk is a logical fallacy.

    Pretty simple stuff.

    It's a hex perk, it can be removed by survivors before it even activates, or as soon as it activates if you want to just do the totem that lights up. As a hex perk, it should be strong enough to make survivors want to remove it. I don't use it, because I don't base my build around losing every gen, but I don't begrudge players who do when I am playing survivor, I just plan around it. Much like Devour Hope, it is a hex that only works on teams that ignore the possibility until it's too late. There are 4 Survivors and 5 totems. That's 18 seconds for each one, 36 for whoever clears two. Not much of a time investment to stop 1/4th of a Killer's loadout from ever activating.

  • @FearlessHunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2016100#Comment_2016100

    Oh, I didn't realise that happened. That's interesting cause I've spawned next to totems before and never had that while a killer was running undying.

    I think when they nerfed undying they also adjusted the alert range.

  • It's possible you spawned right next to a totem, dull or otherwise

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2015946#Comment_2015946

    If the increase speed last forever and you would need 3 hits to put a surv in the dying state then it would be as good as noed

    Only.if I can light 5 candles around the map and take it completely out of the match

  • @Toblerone007 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2015322#Comment_2015322

    People value their rank much more in OW than they do in DBD. Perhaps start there. It's too easy to rank up.

    I'll give you an anecdote. Back when I used to play CSGO primarily I managed to climb to SMFC. At those ranks it's like your life is on the line if you ######### up. Valve one day looked at the rank distribution and went: "there's too much skew towards higher ranked players" everyone was dropped like 4 ranks instantly. Suddenly the 0.01% top CSGO players were matched with the top 5% players (me). It was like these 0.01% players finances and marriages were on the line to get back up to the top rank again. Do you think these players would give up on hook? (a lot of them were solo q streamers too). Of course they wouldn't but for what Pulsar is saying to be feasible, you need serious players.

    I'm also at wit's end to think of a real gameplay change to implement that wouldn't benefit only one side. I was just pointing out that what @Pulsar is saying is survivors just need to change their attitude. There. Fixed.

    The only thing that changes attitudes is gameplay.

    The rank system could be something actually... Always good talking with you, because you always have ideas and reasons for them.

  • @YourNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/2015284#Comment_2015284

    It is on :). They activated it by mistake with the last hotfix.

    Where is your source for this? I've been looking and can't find anything.

  • @Toblerone007 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2008683#Comment_2008683

    That's not a good argument because there is no ties between solo q survivor players. There is no obligation to stay on the hook and not go next. If there was, what you're saying would have merit.

    There's a difference between what survivors should do in theory and what they actually do in game (solo q). Nothing feels worse than a camped first hook that makes them kill themselves on hook and bad killer player unfairly win. It feels terrible. You need to understand that.

    You can't polish a turd. Something would have to change gameplay wise.

    I'm not sure what gameplay change would make people want to play as a team just because they are on one. In OW it was "how to keep players on objectives" here it's "how to keep players from killing themselves" which is... An odd problem. I've suggested before a bonus based on how many survivors escape at end of match, but I'm not sure t would be enough for those who refuse to work as a team just because they don't know their teammates

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/2015252#Comment_2015252

    Sorry champ, but I'm not wrong. Officially the new matchmaking isn't even on NOW. I say "officially" because I suspect that it has been turned on and off for testing purposes regularly since it was turned off last Fall. "Taste the Rainbow" is a very real thing, which happens to me (at least) every other day. About the only time I don't see it show up in a reliable pattern is during events.

    Survivorsplaining!!!

  • @Botiz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2015205#Comment_2015205

    At 9 or 10 seconds, if you turn volume up, you hear someone fast vault on the right

    Neat, I watched on mute.

    So tons of red marks and a fast vault notification. At this point I'm thinking if the nurse hadn't caught him that would be something to worry about.

  • @Toblerone007 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2015196#Comment_2015196

    I know there's no proof. I asked the rhretorical question to discount the claim.

    No need to send me two threads from upset players. The only thing that isn't anecdotal is when BHVR gives us stats about the game. Which I would very much like to see more in every q & a. Hell release match history or something we can access.

    At least you admitted you had no actual interest in evidence and just wanted to discount a claim you don't like I guess...

    I don't like the stats they release, because they are wildly incomplete. Without any breakdown by playtime we can't tell how much of the killrate is due to noobstomps. Without stats on hook states we can't really tell for certain how well suicides impact it, and have they even mentioned whether or not they consider a dc a kill? Because they give points like they do, but the result screen shows the dc.

    It would be like me saying "I buy 2 bags of dog food per day" sure it seems like a ton right? Maybe I eat it, maybe I just don't understand money, maybe I'm a hoarder? All those are possibilities, but if I add in the context of "I run a dog rescue" then the food purchases make a lot more sense. (I don't do either btw, just a random example)

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014631#Comment_2014631

    Because it's like the Clown's yellow bottles where the survivors for some reason get an advantage from the KILLER'S POWER. That should not be the case. It's stupid, plain and simple.

    The thing with clown, is he's just a fat guy with bad fashion sense.

    Why wouldn't the concoctions he makes to speed himself not work for all other humans? It's made to interact with human physiology.

  • @danielmaster87 said:

    I don't think they should have no control but they have way too much control right now, especially when you're walking towards them instead of pulling backwards.

    Yes. They will get free easier if you give them slack in the chain... Why would you ever walk toward them while reeling in?

  • @YourNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014982#Comment_2014982

    There is no SWF in this game, it's not even 5% of the trials. Stats were released few months ago...

    So your personal experiences as to be taken as gospel, but his can be immediately dismissed?

    Also, who is this gunslinger you keep mentioning? I've never seen one and can't even pick him to play as. I've got a deathslinger, but that can't be right, because playing against him is a laugh, with his slow tow chain and how easy he can be stopped by pre-dropping pallets.

  • It's anecdotal, but everything on this forum is.

    Here are the latest threads created in the last 24-48 hours of survivor mains talking about how often their teammates suicide or disconnect

    @YourNightmare said:

    Almost everytime i face those killers in soloQ there is a survivor that DC or that suicide.

    For any other killers, it's ok, survivor almost never DC/Suicide.

    There is clearly a problem with those killers, the survivor community hate the gameplay against them so why developers don't do anything about it ?

    I mean, 90% of the time survivors kill themselves against them... what is the point to add ban time or anything ? Fix their kits and balance them...

    https://forum.deadbydaylight.com/en/discussion/233792/people-refusing-to-play-the-game-against-certain-killers#latest

  • @sluc16 said:

    Starting locations in this game are stupid!

    How is it possible that the match just started and the killer is already on my ass. Is f...g ridiculous and unfair.

    https://youtu.be/zslHBr_gra4

    15-16 seconds in, after leaving a bunch of bright red scratch marks all over that rock. Were you not able to bring a neon sign that said "Survivor here"?

    I'm kidding, but honestly I am confused why you started running around a rock as soon as you spawned. Do you like to take a lap around each gen before starting it, were you looking for totems and forgot about scratch marks? Whatsupwitdat?

  • @StibbityStabbity said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014393#Comment_2014393

    Yes and no. If you didn't spawn in as TOMMY JAWVIS after dying, you could very easily be sitting in dead chat for a long time. Also, Jason had voice chat as well, which kind of ruined his silent killer thing. For the counselors, it was very important, but I don't think Jason should have had voice chat. Most of the time, you heard some person just power tripping and lobbing insults. Not a big deal, but it ruins the mystique around Jason to hear some nerd throwing bad insults around.

    Fair enough, I forgot jason could speak, that definitely shouldn't have been a thing

    As far as the sitting around as a ghost? Honestly I kind of get a kick seeing my teammates try to survive without me, so I didn't mind that much.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014341#Comment_2014341

    With all it's faults, FT13 looked like it was fun and people were more chill than Dbds playerbase. But then again, I only watched a few videos. I wish our playerbase was nicer.

    As far I as I can tell from playing from release to dedicated server shutdown f13 only had 2 things that got in the way.

    You couldn't just queue as Jason, so there was always a chance of being a counselor when you didn't want to.

    The legal issues around the f13 property.

    Other than that, it did a lot of things better than dbd, such as a proximity based voice chat that allowed for communication, but had the risk of the killer hearing your plans.

  • How dare the defensive player defend things!

  • Probably not directly something you can be banned for, but definitely ######### and in the right circumstance could be, depending on how long you hold one player hostage.

  • @StibbityStabbity said:

    Cuz I held in a dook the entire time and nearly stained my denims to give them the exit gate.

    Fair enough man, out you go

  • @YourNightmare said:

    https://forum.deadbydaylight.com/en/discussion/comment/2014019#Comment_2014019

    You guys on this forum have clearly problems.

    • kill rate is around 70% in red ranks but we can't rely on statistic but when you need them you call the statistics
    • everyone is complaining about DC/Suicide that it's a plague, which is true but then when we tell you why, it's wrong cause it's not what you want to hear

    In fact, everytime someone is stating something, someone can do stats about 200 trials in soloQ it will still not be enough when it doesn't go your way.

    Even official stats showing that the game is clearly killer sided for any killer it's not enough and it's wrong and stats doesn't mirror the reality blabla, you know things that someone who never graduated in college or at all will say :).

    So listen i have around 1200h as a survivor. Last month i have played around 100h, purple rank for the first few games after the reset till i get to red ranks. The vast majority of the trials have been against campers and tunnelers. So what will you say now ? That's it's not true but who do you think you are ? Honestly, who are you to insinuate that what i see is an intellectual construct which is wrong ?

    There have been thousands of thread about camping and tunneling, that it is a plague, go check for yourself on steam and on this forum. Behind a screen you all have a big mouth but IRL you are all loosers, it is obvious as ppl bullying and being over sarcastic on a forum clearly have a crap life to behave so on itnernet.

    2 whole posts of way more text than I am prepared to read at work.

    It was a simple question. You seem to go into every match expecting toxic play. As my grandpa used to say "whether you expect a good day or a bad day, you're right".

    I'm sorry this game is causing you such stress. Maybe take a break from it, there's literally millions of other games to play.

  • @YourNightmare said:

    Today, 10 trials played, only red rank killers, EU server.

    7 tunnelers & campers, only 3 played fair. I was in soloQ, there were no TBag or taunt from survivors from what i saw.

    It's like this every day :), so enjoyable. Of course, i was not the exclusive victim, in some trials some other survivors were camped and tunneled and i could escape but still, boring trial : gen rush, open the door, escape. Clap Clap what a gameplay.

    Are you aware of confirmation bias?

  • @swager21 said:

    i feel like i did a lot that game and deserve to be rewarded for my effort.

    That's what the emblems are for

  • @Rybe said:

    This dude's example of garbage but NOED is indeed infuriating.

    What I see 90% of the time is someone gets hooked right around the last gen popping, then the killer just face camps. And suddenly, unless your team is 100% ######### or the killer gets a terrible totem spawn (love when a totem lights up right next to me) they get at LEAST a 2k instead of a 0k since you won't know NOED is active till you go down...

    Blah blah do totems sure. But it's a huge waste of time most matches. And I've seen some TRULY disgusting spawns. Or it can spawn near the killer who is just going to protect it is they don't have brain worms.

    If you got debuffed as soon as the totem lit up, I'd probably have 0 beefs with the perk. It just sucks to punish altruism so severely.

    It's not the #SHEER POWER OPness of the perk that's the issue. It's the un-fun-ness. Like OoO. And yes I play plenty of killer too...

    You could just leave when the killer is face camping at the end... Take the 3E and the win and move on.

  • So basically all of this comes down to, sometimes your teammates suck.

    Sometimes they don't want to hang about to keep a face camper occupied so you can do gens.

    Sometimes your teammates lead the killer right to you.

    Sometimes your teammates make mistakes and you lose.

    The only way to fix these is even the playing field. 4 killers vs 4 Survivors! Only then will those selfish killer mains know your pain!!! Or 1v1... I'm kidding of course, but seriously a lot of these sound like the sort of complaints everyone has playing their first assymetric game. You can't program people to be team players, and you can't balance around bad teams.

  • @REL1_C said:

    https://forum.deadbydaylight.com/en/discussion/234089/changing-victor-to-help-both-sides

    Idea 1,2 and 3 are good, I agree. Idea 4 will never work, I'm not a survivor main to [Bad Word] about things like spirit or Freddy but that seriously would be broken, what would the counter play be?

    Like I said, I have figured counter plays to every killer but that idea lol. Ooh another idea, which might be too OP.

    1. Let Victor see the survivor auras.

    I think if it was slow enough to go under it would balance, not like run speed, maybe 2x survivor vault speed. He's not great in long chases imo, he's better for the sneaky leap.

  • I don't think it would be an extreme case. If you have a shared health pool, it makes tunneling the weakest link the most viable strategy to keep pressure on the team as a whole. It just doesn't make sense to chase anyone else until you can kill them.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2012717#Comment_2012717

    Yeah going back to two people who are not doing gens and one is probably in a healthy state is very smart lol. Meanwhile two gens pop in a distance.

    Slug the one being healed, hook the other, go back to the slug, and suddenly I've got the attention of 4 players. Do I risk some gen progress in the meantime? Sure, but not much. Used this very tactic multiple times this week and only ran into one situation where it didn't really work, as I couldn't catch the healer. Every other time at worst it ended with 2 on hooks.


    Best one was a game with 2 Neas, 1 Claudette and a jake. I hooked jake, Claudette saved and healed under hook, so I slugged him and hooked Claudette on a hook nearby, went back to my slug in time to catch Nea 1, downed and hooked her. Meanwhile nea 2 goes for the save on Claudette, and I find them both under that hook, so I slug Claudette and chase Nea down. At that point I've got 2 survivors crawling and 1 hooked, while the last one is too busy running from me to help any of them. I wound Nea 2, but it's becoming clear she's the best loop in her team, so I peel off the chase, find poor Jake and rehook him, then go over to Nea 1s hook just in time to stop the save, finally get nea 2 down and hooked, and spent the last of the game looking for Claudette until she bled out.

    Had they ran off from the hook to heal either time, I wouldn't have been able to snowball on them, especially as Doc. Would they have won? I have no idea, but as far as I can make out, they lost because they stayed right where I could find them. Efficiency didn't help any. Is it a foolproof tactic? Of course not, no such tactics exist in a multiplayer game.

  • I love it when they do that, it means I always know where to find 2 Survivors, right where I hooked the last one. All I gotta do is check each hook after a rescue and BAM! easy pressure on half their team.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2011955#Comment_2011955

    One survivor died really early in game cause she tunneled him first. He didn’t even make it to midgame

    So yeah, sounds like once she closed the hatch she had a 4k, NOED or not.

  • @Dragonshensi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2011917#Comment_2011917

    I mean to be fair I didn’t really have time. I needed to do gens cause she was constantly going after the other three. I don’t want to be mean and say they were bad survivors. Maybe underskilled or just unlucky. I had to keep healing and trying to save them as well.

    In your op you said she was tunneling 2 survivors, now you seem to be claiming she was keeping pretty even pressure among 3 Survivors and still keeping enough pressure on you without hooks that you couldn't do much.

    Which is it?

  • So the killer had a 3k, but wasn't pressuring you whatsoever, which means you had all the time in the world to do the totems and didn't. Then when NOED popped she got you because you still didn't hide or look for the lit totem.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2009413#Comment_2009413

    There is a reason basically everybody puts her in top tier. She has virtually no counterplay outside of flashlights or being an extremely good swf. All she has to do is place a trap or 2 at a loop and there isn't anything you can do.

    Except, you know, avoid them and disarm them later.

    She's at the top because she makes survivors think beyond just "Loop = Good" you have to constantly think about your surroundings, your strategy, and her defense. You have to be alert for more than red stains and flashing lights, and can't just run everywhere without a care. That's a lot for people more used to relying on their teammates to carry them to red ranks.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2009400#Comment_2009400

    Oh yeah, if you're going against a hag, just crouch. It's so easy why does everybody complain, all you need to do is hold crouch. It's totally not like you're running away from her in a chase, that totally doesn't happen.

    So you know there is actual counterplay, and are upset you can't do it in a chase? You know it's pretty difficult to disarm Trapper's traps in a chase too, right? That's how being chased works, hard to do other stuff.

  • @Jejune said:

    How about you dont die after you get hooked 3 times. Instead there are 8 hookstages for all survivors, once you get hooked one stack of hookstage gets depleted. When all stacks are depleted, every survivor that gets hooked dies.

    Now since that would make killer harder there would need to be some gen slowdown implemented into that system. You could implement the following:

    1. No debuff until killer hooks 4 survivors.
    2. Next 4 hooks give survivors debuff to repairing gens. 10%/15%/20%/25% (Example)
      1. Alternatively inverted example: 25%/20%/15%/10% (Example)
    3. Once one survivor dies debuff is removed.

    Things affected that i dont know what to do about:

    • Mori
    • AFK players
    • Camping and tunneling (I guess one hookstage could be used up after certain time.)
    • Everything that slows the game down in killers favor

    So I find a tunnel the hell out of the weakest Survivor, then it's free 1 hook kills on everyone else?

    Just a thought, that seems like it would really upset some people.

  • Well, think about it. Grass bends, it's not going to really get scratched up like dirt or rock or other more solid stuff.

  • @gendoss said:

    No killer should have been designed around only an item being a counter to their power.

    Good thing she wasn't.

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